Vrusk

Physical Description:
Vrusk look like large insects. Eight legs grow
from their abdomen, four on each side. Their
torso is upright in front of the abdomen. The
torso is humanoid, with two arms connected at
the shoulders. The head is above the shoulders.
Vrusk hands are circular pads with five fingers
spaced evenly around the edge. A Vrusk’s
shoulders are double-jointed, so they can rotate
their arms in a full circle without straining any
muscles. They can reach any point on their
abdomen or behind their backs easily.
Averaging about 4 feet 5 inches tall and long
(+2d6), and weighing about 180 lb (x(1d4)lb).
A Vrusk’s body is covered by a carapace (hard
shell). This shell is jointed at the Vrusk’s elbows,
hips, knees, etc. The carapace protects the Vrusk
from bruises, cuts, scratches and other minor
injuries. Unlike insects, Vrusk have an internal
skeleton to support their bodies. Young Vrusk
have a blue carapace with bright orange near the
joints. As the Vrusk gets older, it ’s carapace
changes to dull green with yellow joints.
Vrusk have large eyes that are protected by a
hard, clear covering. The mouth is surrounded
by four eating mandibles. The two larger
mandibles hold food while the small ones tear it
apart and place it in the mouth. They are
omnivores. Vrusk have lungs, and breathe
through many small nostrils under their
abdomens. This arrangement makes it difficult
for Vrusk to swim.
Vrusk have very good colour vision, but they see
more of the short wavelengths (orange and red).
Their sense of smell is centred in their antennae,
and is slightly better than a human’s. They also
can touch with their antennae. Their hearing is
about the same as a human’s.
Vrusk speak by combining clicks produced by
their mandibles and buzzes produced by a plate
in their mouths. They are capable of
understanding almost any language, but must
wear a throat translator that translates their clicks
and buzzes into speech that other species can
understand.
Personality:
Vrusk are hard-working and practical. Their
society is organised around independent
corporations. To a Vrusk, the company he works
for is his family and his nation. The company
determines everything about the Vrusk’s life; who
he lives with, what his job is, where he travels,
etc. Vrusk give their company name before their
personal name.
Vrusk have two types of corporations:
Conglomerates and trade houses. Conglomerates
have business interests in many areas. A single
conglomerate might have divisions that build
computers, operate farms, train lawyers and setup
colonies. A Vrusk that works for a
conglomerate usually works for only one division,
and might not even know what other divisions
the company owns. Trade houses, which are
more common in the Empire, specialise in one
type of business. Because al Vrusk working for a
trade house do the same work, trade houses
usually work together. For example, a trade
house that builds farming equipment would hire
accountants from an accounting house to keep
their financial records. Business between
companies is regulated by laws that are so
complex no one besides Vrusk have ever fully
understood them.
Vrusk also love beauty, harmony and order. The
goal of most Vrusk is to become wealthy, collect
art and live in peace. Their love for beauty
makes them unwilling to get into fights that do
not involve their company. However Vrusk that are defending their company will do anything to
remove the threat permanently.
Vrusk adventurers, however, do not belong to a
company. Some are independent businessmen,
some are company employees who were fired
and some are just too rebellious to put up with
company rules. A few start their own companies
and eventually become leaders in their
communities.
History & Relations:
The Vrusk were discovered several hundred years
ago, at their Homeworld K’Tsa’Kar, they had
spread to several surrounding systems and had a
small business oriented empire of their own.
They soon became friends and neighbours to the
Dragon Empire for their financial savvy, and
company oriented society, brought business, skills
and trade deals that were much sought after.
They have had a sporadic history of their own,
frought with many interstellar scale attempted
hostile takeovers, and it is believed t hey knew of
the Dragon Empire for several decades before
making contact, for their neighbours frightened
them, more so since Mezzenbone has been in
charge. Fortunately the Vrusk company leaders
were smart and made sure the Dragon Empire
had many important financial reliances and trade
deals ongoging so that the Dragon Empire could
not afford, literally to attack the Vrusk race.
Vrusk Lands:
Vrusk dwell in an area of Space called the Vrusk
Trade Federation, it is made up of their
homeworld K’Tsa’Kar and several neighbouring
systems. These worlds are filled with splendour
and Aesthetic beauty and wonders that inspire all
who visit them. These worlds are also filled with
business and company and conglomeracy
headquarters and offices.
Religion:
The Vrusk are not overly religious, but religion is
an aspect of their society as with many others.
Companies and Conglomerates tend to adopt a
particular god as the groups patron, and have
temples included in their office buildings. By far
the most common god is the Merchant in Vrusk
society.
Vrusk Racial Traits:
+2 DEX, +2 CHA, -2 INT As all Vrusk are
dextrous, organised & practical, but have
trouble reasoning without direction.
Medium size: As medium sized creatures
the Vrusk have no special bonuses or
penalties due to size.
Vrusk base speed is: 40 feet
+2 Racial bonus to: Bluff, Diplomacy,
Appraise and Sense Motive
Vrusk Carrying Capacity: All Vrusk have
a Carry capacity 50% greater than it
normally is for their strength, due to their
octopedal form.
Low-light vision: Vrusk can see twice as
far as a human in starlight, moonlight,
torchlight, and similar conditions of poor
illumination. They retain the ability to
distinguish colour and detail under these
conditions.
Vrusk have a Natural Armor: Bonus of
+4, from their Carapace. Any armor made
for a Vrusk must be specially made and
costs 50% more than a normal suit of armor
of the same type.
Double Jointed: All Vrusk are double
jointed and ambidextrous, and as such gain
the Ambidextrous FEAT for free at 1st level.
Automatic languages: Vrusk and Common
(Understanding only)
Favoured Class: Any
Effective Character level: +1